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Pauli Kemppinen

dblp:399/6508 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2026
0009-0005-7005-7365ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
appearance modeling
0.912025
Evaluating and Sampling Glinty NDFs in Constant Time · ACM Trans. Graph. 2025
Rendering › shading
glint rendering
0.912025
Evaluating and Sampling Glinty NDFs in Constant Time · ACM Trans. Graph. 2025

Methods — techniques the papers use, named apart from their topics

importance sampling · 0.94d point process · 0.9
YearPublicationVenuePosition
2026 A Real-Time Multi-Scale Neural Representation for Complex Surface Reflectance
abstract
Abstract Recent machine learning methods have significantly advanced the state of the art in the classic problem of representing surface appearance over angle, space, and scale. The models tend, however, to be relatively heavy compared to traditional fixed‐function representations, making real‐time application challenging. We present a neural shading architecture that allows the use of smaller and faster‐to‐evaluate neural networks than current state of the art, while faithfully representing complex spatial and angular variation. We target the angular complexity that arises both from prefiltering normal‐mapped SVBRDFs, as well as complex, measured homogeneous BRDFs. A key architectural innovation is the introduction of a multiplicative interaction (“gating”) between learnable parameters that significantly increases our model's expressive power. Our straightforward, unop‐timized shader implementation renders over 1000 full HD frames per second on a consumer GPU using our default parameters.
Heikki Timonen, Pauli Kemppinen, Jaakko Lehtinen
Comput. Graph. Forum2
2025 Evaluating and Sampling Glinty NDFs in Constant Time
abstract
Geometric features between the micro and macro scales produce an expressive family of visual effects grouped under the term "glints". Efficiently rendering these effects amounts to finding the highlights caused by the geometry under each pixel. To allow for fast rendering, we represent our faceted geometry as a 4D point process on an implicit multiscale grid, designed to efficiently find the facets most likely to cause a highlight. The facets' normals are generated to match a given micro-facet normal distribution such as Trowbridge-Reitz (GGX) or Beckmann, to which our model converges under increasing surface area. Our method is simple to implement, memory-and-precomputation-free, allows for importance sampling and covers a wide range of different appearances such as anisotropic as well as individually colored particles. We provide a base implementation as a standalone fragment shader.
Pauli Kemppinen, Loïs Paulin, Theo Thonat, Jean-Marc Thiery, Jaakko Lehtinen, Tamy Boubekeur
ACM Trans. Graph.1
2023 Data-driven Pixel Filter Aware MIP Maps for SVBRDFs
Pauli Kemppinen, Miika Aittala, Jaakko Lehtinen
EGSR (ST)1